Glad to hear the comments. I look forward to what the future holds for the game. Try and give tactical combat some love sooner rather than later as well though, if at all possible. Thanks :)
Kardiophylax
Tactical combat enhancements with an increased emphasis on unit special abilities Magic system improvements both in variety and impact. Stronger champions/sovereigns compared to other units. Hopefully closer to what MoM had.
Thank you for creating mods to improve the game's combat. It has increased my faith that even if Stardock refuses to improve the tactical combat, mods may come in to save the day.
Just saw this topic and it falls in line with a lot of the ideas I posted in the "Tactical combat is fun!" topic. I just wanted to say I agree. When all the performance issues are finally dead, I'll be ready to seriously play Elemental if the tactical battles can be made more interesting.
There are a lot of ways that tactical combat could be improved. If we're going to stick with humanoid troops using standard weapons, abilities I'd recommend would be things like: New building type - Molten forge - when built allows your archers to be equipped with flaming arrows (selected in the unit editor). When flaming arrows hit the ground, that tile is lit on fire. Any unit remaining or passing through that
I want to know if there are plans to improve the tactical battles or not. The current "Launch Week Status" does not list it as something they are working on. If this is going to be a 4x game based around auto-resolve, that's fine, but I don't want the game anymore. and want to invoke my gamers bill of rights on my unopened LE box. If they do plan to improve tactical combat, then I will hold onto it. Basically, if I wanted to play a game without tactical combat, I would
Just chiming in that I agree that special abilities are needed. Tactical battles are far too boring and pointless without them. I've always been a tactical battle fan, but in Elemental they feel grindy and repetitive. I hope Stardock takes notice of this thread. There are a lot of good ideas in here that would make combat so much more enjoyable.
Most fans of this type of game WANT a complex game. The problem with 98% of today's games is that they are far too easy and generally no longer require someone to need any semblance of strategy to win. MoM was a great game because of its tactical battles, its complexities, and its challenge (which really wasn't that hard as I recall). Some of us actually like to get our behinds handed to us so that we have to come up with a new strategy or learn new tactics to handl
I voted "I'm disappointed with it.". I am doing this specifically because I have not given up on the game yet and believe there is a lot of room for improvement. I hope the poll results show that a lot of others feel the same way currently. There are lots of things I could bring up as issues, but my biggest is the tactical combat. It's just not fun compared to MoM. Add more special abilities (and not just this creature does X damage) that are unique and force y
[quote who="Lavitage" reply="14" id="2732951"] Quoting Kardiophylax, reply 13 Unless it's buried in the in-game manual somewhere. e: It's in the PDF manual that comes with the game.[/quote] Fair enough, I went back and see the approximately one paragraph on the subject now. @ dragoaska
[quote who="dragoaskani" reply="9" id="2732466"]The combats not that hard to figure out. Take light plate armor for instance. Its armor bonus will roll an 8 vs any slashing weapon (swords, axes, etc) But against a piercing weapon or blunt weapon it will roll a 1-8 for defence. Its just like the Gal Civ 2 defenses system really.[/quote] It is very hard to figure out when this information does not appear to presented anywhere. Unless it's buried in the in-game manual somewhere.&nb
My understanding is that there are different damage types in the game such as cutting, piercing, blunt, etc. As of now, all attack ratings for all units are listed simply with a sword icon. Could some new icons possibly be created and used to show your attack rating dependent on your damage type? For instance an axe for cutting, sword for piercing perhaps, a mace for blunt, etc. Add these along with some tool tips to show what advantage each weapon type has and some of
The combat attack/defense ratings in this game contain no information as to how they actually work. This is the main issue I've had in tactical battles as it can be very frustrating watching your units miss (or apparently, do 0 damage) over and over again. If the attack and defense system was explained in-game, it would be much easier to implement a sound attack strategy. I was quite frustrated in the campaign when none of my units could hit the drake except for my sovereign
It seems like this happens quite often. I recall Borderlands street date was broken when it first came out. The difference here though is the developer/publisher reaction. In Borderlands case, they refused to allow legitimate pre-order customers to download the game from Steam before the official release date. What Stardock is doing, releasing the game early for all that have preordered and put their faith in them, is a tremendously honorable move.
Thank you for posting up all these AAR about your kingdom. I am delighted to see a developer who is actually playing their game, taking down notes about things that went wrong (including AI mistakes), and planning to correct them. I seriously wonder sometimes if some of these other developers ever even play their own games. The game looks like it has come a long way since beta 4 in just about every imaginable area. From the UI, to the tactical battles, to the s
Congratulations. Looking forward to the final product... even though its not really going to be a final product in the long run once you've continued to update, tweak, and patch. Anyways, its great news. Thank you for supporting PC gaming! I should also add that the new UI shown in these screenshots looks great. Almost all of the UI issues I'd had during beta look to be fixed. Excellent.
All the proposed changes sound great and should do a lot to improve the game. 3B was a big leap forward in my opinion. Here's some things I'd like to see get fixed for release 4... I hope the tech trees will get some more love in the form of hover over tool tips. I'm still a bit in the dark on how some of the technology works, especially for items listed under the "leads to:" option. I'd like to have a bit more insight into what
The AI does little to defend their cities at this point (at least in normal), sometimes even leaving them completely void of any defense. I was able to steamroll over 2 kingdoms already in normal with just a 2 man army of my sovereign and her husband. Getting some of the initial warfare research techs so that you can purchase armor/weapons for them at the local shop is a good idea. I also like them mounted warfare talent as the horses offer a nice speed boost on the map.&nbs
Brief backstory on this screenshot: One of the Empire's pioneers decided to wander a little too close to my territory for my liking. I waited until they established a city and declared war, attacking them on the next turn. I easily took the city, which had no defense, and noticed they were already building archivists. Rather than mess with it, I allowed it to be built. It was built using the Empires model. Now that I've built other
[quote who="Sir_Linque" reply="5" id="2687163"]On the contrary I think you should never be able to build on resources from the build menu since they're separate from the towns now. Instead, the resources that are within your area of influence and buildable should display a hammer icon on top of them to indicate that you can build them. If you don't have enough resources, display a greyed out hammer icon on top of them.[/quote] Why would I want to deal with a build menu
I agree. Units should be able to continue movement on their own. At the least a continue movement button for each unit would be nice to have.
You need to click on the old growth forest itself and select the build option from there. This is true of all special tiles unless they are adjacent to one of your city squares. I just downloaded your save and verified this. I was able to build on the old growth forest. This is one of the non-intuitive issues I wrote about earlier. The build menu should ideally give you access to build on any of the special tiles that exist withi
[quote who="Seedy" reply="3" id="2686584"]i have noticed some of the things not showing up on the build menu, but if you click on the tile in question, it gives you the option of building.[/quote] The issue seems to be that unless the tile is directly adjacent to some part of your city, it will not appear within your build menu. The solution for now appears to be clicking directly on the tile and selecting build from there.
There is a blue bar to the left on the sovereign's portrait which I believe is a graphical representation of how mana he has available. You would think that if you hovered over this bar it would give you numerical x out of x (current/max) information, but this doesn't seem to be the case.
[quote who="Twohawks" reply="2" id="2685870"] Others require you to click on the resource within your zone to build on them. I believe this only happens when the resource is not considered adjacent to the city (i.e. several tiles away from built structures..) If this is the case I do not find it a real issue.. I actually like that when i simply want to build on a resource i can skip clicking the city build button as this is one less click...[/quote] Perhaps